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Re: Ideas for anti exploit

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Kareem35 is not online. Kareem35
Joined: 08 Feb 2014
Total Posts: 162
20 Jan 2017 01:49 AM
So, some things that can still be changed by exploits even with FE are walkspeed and jump-power.

I was wondering, if a local script that measures the WS and JP were to reset to default (ex.16) everytime it detected one of the values was greater or smaller, would this prevent the user from changing him/her WS or JP?
Or instead of resetting it, kicking?

Of course the script would have exceptions on some players (admins).
Could the script be put in blocks and placed around like land mines? (Detecting the users speed as they pass)?

This has probably already been thought of, just confirm or deny if this method would work.
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Zed_YT is not online. Zed_YT
Joined: 04 Oct 2016
Total Posts: 25
20 Jan 2017 02:23 AM
Yeah you can just have a local script on the client detecting any changes to the players speed or jump power, if it isn't to a certain value (incase you want players to have a certain faster speed) then you can do any action to the player you want.


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Flinnman is online. Flinnman
Joined: 07 Sep 2014
Total Posts: 68
20 Jan 2017 03:33 AM
Reason to die has it


I'm broke ;c
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AlreadyPro is not online. AlreadyPro
Joined: 24 Feb 2012
Total Posts: 2463
20 Jan 2017 06:15 AM
Make a LocalScript and try to detect any changes done to the client that you don't want to happen. Make sure to add script.Parent = nil somewhere in the script so clients cannot destroy it & bypass


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